My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Bad

2 warnings Why?

Missing cards in your collection

Goblin Curse

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Electro Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Recruits Wizard Golem Electro Wizard Magic Archer

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Goblin Drill Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Recruits

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Drill

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Recruits Golem Magic Archer

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Goblin Drill Golem Electro Wizard Magic Archer

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Royal Recruits Guards Goblin Drill
Giant Snowball
Royal Recruits Guards Goblin Drill
Zap
Guards Goblin Drill
Barbarian Barrel
Royal Recruits Wizard Guards Goblin Drill Electro Wizard Magic Archer
The Log
Royal Recruits Guards Goblin Drill
Earthquake
Guards Goblin Drill
Arrows
Royal Recruits Guards Goblin Drill
Royal Delivery
Royal Recruits Wizard Guards Goblin Drill Electro Wizard Magic Archer
Fireball
Wizard Goblin Drill Electro Wizard Magic Archer
Poison
Royal Recruits Wizard Guards Goblin Drill Electro Wizard Magic Archer
Lightning
Wizard Electro Wizard Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Magic Archer

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Royal Recruits Guards Goblin Drill Golem

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Wizard Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Guards Goblin Drill Electro Wizard Magic Archer Wizard Royal Recruits Golem

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

13 Zap Guards Goblin Drill Electro Wizard

Attack Synergies 1 11

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Electro Wizard Royal Recruits Guards Golem Magic Archer
Royal Recruits
Zap Electro Wizard Magic Archer
Wizard
Golem
Guards
Zap
Goblin Drill
Golem
Golem
Zap Wizard Goblin Drill Electro Wizard Magic Archer
Electro Wizard
Zap Royal Recruits Golem Magic Archer
Magic Archer
Zap Royal Recruits Golem Electro Wizard

Defense Synergies 1 11

Zap
Electro Wizard Guards Goblin Drill Magic Archer
Royal Recruits
Wizard
Guards Electro Wizard
Guards
Zap Wizard Goblin Drill Electro Wizard Magic Archer
Goblin Drill
Zap Guards Electro Wizard Magic Archer
Golem
Electro Wizard
Zap Wizard Guards Goblin Drill Magic Archer
Magic Archer
Zap Guards Goblin Drill Electro Wizard

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Royal Recruits Wizard Electro Wizard Magic Archer
Zap Royal Recruits Goblin Drill Electro Wizard
Royal Recruits Goblin Drill Electro Wizard
Royal Recruits Guards Goblin Drill Electro Wizard
Royal Recruits
Zap Guards Electro Wizard Magic Archer
Electro Wizard Zap Wizard Magic Archer
Zap Royal Recruits Electro Wizard Magic Archer
Royal Recruits Goblin Drill
Guards Royal Recruits Electro Wizard
Guards Electro Wizard Zap Royal Recruits Wizard Goblin Drill Magic Archer
Zap Wizard Electro Wizard Magic Archer
Royal Recruits Goblin Drill Zap Wizard Guards Electro Wizard
Wizard Zap Royal Recruits Guards Goblin Drill Electro Wizard Magic Archer
Royal Recruits Goblin Drill Electro Wizard
Zap Royal Recruits Goblin Drill Electro Wizard
Wizard Royal Recruits Goblin Drill Electro Wizard
Zap Royal Recruits Wizard Guards Goblin Drill Electro Wizard Magic Archer
Zap Wizard Goblin Drill Royal Recruits Guards Electro Wizard Magic Archer
Royal Recruits Goblin Drill Electro Wizard
Royal Recruits Wizard Guards Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Royal Recruits Guards Zap Electro Wizard
Electro Wizard Zap Wizard Magic Archer
Royal Recruits Guards Zap Electro Wizard
Royal Recruits Guards Zap Electro Wizard
Royal Recruits Guards Goblin Drill
Wizard Zap Electro Wizard Magic Archer
Royal Recruits Guards Electro Wizard
Royal Recruits
Zap Royal Recruits Electro Wizard Magic Archer
Royal Recruits Guards Goblin Drill
Royal Recruits Guards
Royal Recruits Zap Guards Electro Wizard
Royal Recruits Wizard Guards
Royal Recruits Wizard Magic Archer
Royal Recruits Guards Electro Wizard Zap Goblin Drill Magic Archer
Zap Royal Recruits Wizard Electro Wizard Magic Archer

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Magic Archer Royal Recruits Guards Goblin Drill
Zap Electro Wizard Magic Archer
Goblin Drill Magic Archer
Royal Recruits Guards
Wizard Zap Magic Archer
Wizard Zap Magic Archer
Wizard Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Guards Electro Wizard
Zap Royal Recruits Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Wizard Goblin Drill Magic Archer
Magic Archer Royal Recruits Wizard
Zap Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Wizard
Zap Royal Recruits Goblin Drill
Zap Wizard Magic Archer
Zap Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Zap Magic Archer
Zap Wizard Electro Wizard Magic Archer
Zap Electro Wizard Wizard Guards
Zap Wizard Magic Archer
Zap Electro Wizard Magic Archer
Wizard Magic Archer
Zap Electro Wizard Royal Recruits Guards Magic Archer
Zap Wizard Electro Wizard Magic Archer
Wizard Electro Wizard Magic Archer
Zap Wizard Magic Archer
Zap
Royal Recruits
Zap Royal Recruits Guards Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Royal Recruits Electro Wizard Magic Archer

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